betvisa888 cricket betDishonored 2 Archives – Destructoid - کرکٹ بیٹ/کرکٹ شرط | Jeetbuzz88.com //jbsgame.com/tag/dishonored-2/ Probably About Video Games Thu, 23 Jun 2022 18:45:19 +0000 en-US hourly 1 //wordpress.org/?v=6.4.5 211000526 betvisa888 casinoDishonored 2 Archives – Destructoid - Captain, Schedule Of Team //jbsgame.com/steam-summer-sale-2022-live-now-june-july-discounts-deals/?utm_source=rss&utm_medium=rss&utm_campaign=steam-summer-sale-2022-live-now-june-july-discounts-deals //jbsgame.com/steam-summer-sale-2022-live-now-june-july-discounts-deals/#respond Thu, 23 Jun 2022 19:30:38 +0000 //jbsgame.com/?p=331441 Steam Summer Sale 2022

Find the game in the pile

It's that time of year again. The Steam Summer Sale ??2022 is live right now, with some deep discounts on dozens upon dozens of games.

From now until July 7 at 10 ?a.m. PT, developers and publishers are putting their games on various levels of sales.

And of course, there is a side-game as well. One section brings up a message from time-traveler Clorthax, who has "stolen the ten best games from the far future" and?? brought them back to sell on Steam.

It's essentially a scavenger hunt, it seems, with clues and hints for finding a game. It's a neat little sid??e-venture to engage with across the days of deals.

//www.youtube.com/watch?v=rXMX4YJ7Lks

The Steam Summer Sale deals

Of course, there are the deals and discounts themselves. There is a massive amount of sales, too many to fit into one text block. So I've taken a cursory stroll through the sections and picked out a few notable ones that caught my ??eye:

You can find the Steam Summer Sale live here on the store's home page.

The post Steam Summer Sale 2022 is live, with deep discounts ?and a scavenger hunt appeared first on Destructoid.

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Understandable, really

We can expect Arkane Studios to continue making immersive games that prioritize "deep world building and environmental storytelling," but Dishonored? The series is on hiatus. Speaking to VG247 at QuakeCon, lead designer Ricardo Bare said that the Dishonored series is "resting for now."

While critically successful, Dishonored 2 didn't make the same commercial splash as the original. A break could pr??obably do the next game (and the team) some good. "[W]e're always going to craft spaces that you feel like you're visiting, whether it's Dunwall or Talos 1," explained Bare.

He also spoke about Arkane (re)exploring shared worlds. "Being able to incorporate more online sharing or multiplayer type stuff, we totall??y might do that," he said. Whereas story-centric single-player games often had tacked-on multiplayer modes a decade ago, he feels that what's happening now is "way different ??– it's more community-oriented, it's more about what gives your game legs, builds community, sharing, and things like that. Games are approaching that with lots of different models."

Between Dishonored and Prey turning out as well as they did, I think this studio is overdue a huge commerc?ial hit. I'm eager to ??see how Arkane will continue refining and adapting its formula.

Dishonored is "resting for now" and future Arkane games? could incorporate seamless multiplayer and different perspectives [VG247]

The post Arkane is taking a break from the Dishonored se??ries appeared first on Destructoid.

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The Dunwall Demo

Five months after the fervor has subsided, Bethesda's looking to cash in on a few more residual Dishonored 2 sales. The "try before you buy" model has ??proven itself proficient in the past -- especially when there's no real threat that it might scare off customers who were willing to pay -- so that's the route Bethesda's going.

On April 6, Dishonored 2 will get a trial on PC, PS4, and Xbox One. I???t'll consist of the game's first three missions (although I suppose savvy samplers could play it as both Emily and Corvo, essentially turning it into a six mission demo). For anyone who's keen to buy it afterward, progress from the trial will carry over to the full game.

Strangely, this trial doesn't seem like it'll coincide with a sale. That's how these things usually go this far after release -- a one-two punch of gameplay they like and then a splash screen declaring a $20 discount. There's still time for Bethesda to stealthily slash Dishonored 2's price; we'?ll have to wait until ?Thursday to see.

Dishonored 2 Free Trial [Bethesda]

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Iron helps us play

After going through a beta release on Steam, the second major update for Dishonored 2 is now live on P??C, PlayStation 4, and Xbox One with custom difficulty settings and a mission select ?option.

With the first option, you can tinker with 20-plus sliders for things like "how quickly Sleep Darts take effect" and "how many activ??e enemies are likely to attack you at once." For the mission select feature, you can take another crack at any mission you've unlocked "after the update is installed, retaining the status of your playthrough at the start of that mission" (e.g., money and runes).

Seemingly a??s a dare, the update has also added Iron Mode, a permadeath difficulty option that disables manual saves and loads. I'm gonna file this one under "The only winning move is not to play."

Here's the full breakdown of the update:

FEATURES

  • Added new mode
    • Custom Difficulties
  • Added Mission restart / Mission Select
    • Mission restart available from pause menu and result screen

FIXES

PC

  • Fixed a bug where Switching off the V-Sync for the second time set the FPS Limiter to 30 instead of 60 by default
  • Fixed a bug where changing the settings from TXAA to FXAA and not applying the change made the TXAA Sharpness turn to 1 instead of its previous value
  • Fixed a bug where turning off TXAA Anti-aliasing does not visually disable TXAA Sharpness slider
  • Fixed a bug where the changes made to V-Sync were reverted to the previous setting when turning on then cancelling
  • Fixed bug where the volumetric lightning is not turned on by default at launch if it was set to off on a previous version and it can't be turned on manually anymore
  • Fixed a bug where the "Fog Quality" setting is set back to low after restarting the game
  • Fixed a bug where Keyboard/mouse shortcut UI could show up during possession & keyhole peeking
  • Fixed a bug where Emily’s feet can be seen floating during the throne room cutscene with high FOV settings
  • Fixed a bug where the Low Chaos Sokolov epilogue slide will have black windows if Volumetric Lighting is off
  • Fixed a bug where the screen post processing persists in Ansel mode

PlayStation 4

  • Fixed a graphical distortion on top / bottom of screen when forced from past to present at front door
  • Fixed a bug where attempting to start a New Game Plus off of a corrupt epilogue save twice would start a regular new game and delete the corrupt save without confirmation.
  • Fixed a bug where a save data could become corrupted while regularly reloading auto-saves and deleted without notifying the user
  • Fixed a bug where pressing the Power Wheel button during active gameplay on a PS Vita caused an indefinite non-interactive screen

General fixes

  • Fixed various crashes
  • Fixed various save issues
  • Fixed various localization issues
  • Fixed various rendering issues
  • Fixed various audio issues
  • Fixed various collision issues
  • Fixed various UI issues and added new UI for Game Update 2
  • Fixed a bug where the player will instantly die if he possess a Gravehound
  • Fixed a bug where a "8" could appear on the screen
  • Fixed the LOD of the watchtower
  • Fixed a bug where walking down stairs while a wolfhound runs up would cause the hound to bounce backwards
  • Fixed a bug where pickpocketing Jindosh's pistol may cause him to throw nothing during combat
  • Fixed an audio issue while loading save games
  • Fixed a bug where NPCs can suddenly be seen standing during the recover from ragdoll animation
  • Fixed a bug where Far Reach pulling a guard that is mantling will have no effect on the guard
  • Fixed a bug where NPCs can be involuntarily dropped from a choke, causing their AI to break
  • Fixed a bug where making a quick save behind a NPC while using controller configuration C would cause the player to choke the NPC instead of creating a save
  • Crushing an unconscious enemy in the safe door will no longer count as both lethal and nonlethal in the stats page
  • Fixed a bug where using Domino and Shadow Walk in combination will kill Hypatia without her ever transforming into Grim Alex
  • Fixed a bug where the awareness feedback is triggered again when loading a save made after NPCs gained attention
  • Fixed a bug where performing slide tackles or ground kicks on NPCs in moving elevators causes them to float or fall through
  • Fixed a bug where the witches will idle if the player exits and re-enters a hideout during upgraded Bend Time
  • Fixed a bug where guards that see a door opened by a possessed NPC ask who opened it
  • Fixed a bug where the facial animation was not launched during key target assassinations
  • Fixed a bug where a Sleeping Overseer may face the chair upon waking up despite knowing where the player is
  • When sprint and lean mode are set to "hold", the change is now reflected in the tutorials
  • No awareness is now used for corpses spotted
  • Fixed a bug where Clockwork Soldiers were triggering a Snap Reaction when player is undetected
  • Fixed a bug where causing an explosion during Stop Time can stretch out and break NPC models
  • Fixed a bug where the gameplay thread was not updated every frame and can miss input
  • Fixed a bug where physic objects go active when using the Spyglass although they're far from the player
  • Fixed a bug where NPC heads do not appear on screen when picked up and cannot be thrown
  • Fixed a bug where Guard NPC heads with helmets have unnatural physics when beheaded and thrown
  • Deactivated Redirective Blink when swimming up/down
  • Fixed a bug where the player can choke an NPC from very far away if they pull them with Far Reach while Bend Time is active
  • Fixed a bug where the player is able to duplicate items by Far Reach pulling and picking up at the same time
  • Fixed a bug where the Guard by Ramsey disappears shortly then returns ignoring the player when attacked from above
  • Fixed a bug where the player could fall OOW when exiting a rat tunnel
  • Fixed a bug where Past Stilton does not alert to the player properly after he panics once
  • Fixed a bug where the game will black screen if the player dies during the transition to Long Day in Dunwall: Streets
  • Fixed a bug where the player may become control locked and see OOW if they use the Timepiece and a key hole at the same time
  • Fixed a bug where the player will fall OOW if they use the Timepiece during a kill move
  • Prevented the player from grappling the crossbow in Edge of the World to avoid a weird retargeting if the player is far from the door or blocked by a collision
  • Fixed a bug where the Gravehound skull can sometimes go through walls/ground when killed
  • Fixed a bug where the amount of available traits is incorrect when replacing a trait during a craft by the same trait
  • Fixed a bug where the Watchtower red light projector flare was drawn behind environment elements
  • Fixed a render issue on Corvo during character selection
  • Fixed a bug where a bright light during transition in time remains if the Timepiece is used to interrupt picking up a corpse

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Mix and match Emily and Corvo's abilities

Prepped and ready to take on New Game Plus in Dishonored 2?

If so, you'll be able to play the mode as early as today on PC, where it's currently available in beta form. The finalized update? is set for PC as ?well as PlayStation 4 and Xbox One on Monday, December 19.

More than just a chance to continue on the path you started in your first run, New Game Plus mode will let you use "each hero's full suite of abilities plus all the Bonecharm Traits and Runes collected from your previous playthrough that? you can re-assign to choose the powers you want."

On top of that, if you played as Emily the first time through and want to switch to Corvo for yo?ur New Game Plus run, you'll be ab??le to do exactly that (and vice versa).

As I've said before, it's too bad t??his wasn't in from the get go, but plenty of folks are just now gearing up for a second (real) playthrough, and the ability sharing between Emily and Corvo sounds terrific.

Per Bethesda, "Even more options to customize your experience will arrive in January with the game's second free update that will include two new features: Mission Select and additional Custom Difficulty Settin??gs that further tailor to your playstyle and adjust the challenge based on a wide array of settings."

Dishonored 2 Update – New Game Plus Mode [Bethesda]

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Welcome to the final mystery Jindosh

Like I noted earlier: Dishonored 2 makes killing fun, even it'd rather you not.

The first is probably my favorite. There's a nut-shot that's pretty good, though. And of course I am partial to the way I did it: entering Jindosh's Clockwork Mansion through a skylight at the beginning and crawling around its guts, never alerting the smug fool to my presence in the first place, and then dumping?? his unconscious body onto a shock-therapy machine to make his brain go bad.

Still, giving him a moment of ego just to pull the rug out from under him and send him careening into the drink is probably worth it, too. And still seems more humane than the whole brain-frying dea?l??.

The post Here are 80 ways to kill Kirin Jindosh appeared first on Destructoid.

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High-level Dishonored play makes for good murder

I play Dishonored 2 unseen and murder-free, but for as much as I like to convince myself that's the "right" way to play, kicking fools off of roofs and doing trick grenad??e throws is some good shit.

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I'm surprised it wasn't there to begin with

Arkane and Bethesda have passed along word that new custom difficulty settings and a New Game Plus mode are in the works for Dishonored 2 next m?onth.? They'll arrive in an update, with the exact date TBA.

Not exactly a lot to go on here, but clearly these will be some much-appreciated features for an emergent game like this. And to not just leave it off at that, let's take this as an opportunity to watch some of the wild Dishonored 2 clips coming out of Gunpoint designer Tom Francis' Twitter feed:

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Make haste

Dishonored was a game that? I meticulously inched my way through, taking extreme care to not alert anyone of my presence. It was an exhilarating experience in a way. I was seconds from f??ucking up at any given time.

Although I haven't played it yet, I imagine Dishonored 2 is more of the same in that sense. There's the advantage of choice in playing as either Corvo or Emily, but it'll otherwise be a lot like the first game -- especially for players like me. Waiting, waiting, waiting before finally feeling comfortable enough to make a sliver of pr??ogress.

That's not at all what it's like for Australian speedrunner Voetiem. It's early, but he's the world record-holder for Dishonored 2. Yesterday, he uploaded this video of him c?learing the game in 32:17 with the load times subtracted out. He blinks right through? the stages as Corvo, finishing all of them before most people could get through a single level.

It's impressive, but it's also probably far from optimized. Given the staggering number of paths and techniques to get through Dishonored 2, we can likel?y expect this record to fall quicker than those who wronged Corvo.

Watch someone beat Dishonored 2 in just over 30 minute?s [PC Gamer]

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Just the two of us

Not much has changed since my first few hours in the world of Dishonored 2, and that's mostly a good thing.

Beyond some problems with the general choppiness of the console version, Corvo and Emily have proven that they're a pair worth revisiting if this series ever gets a third chance to m??ake its mark.

Dishonored 2 (PC, PS4, Xbox One [reviewed])
Developer: Arkane Studios
Publisher: Bethesda
Released: November 11, 2016
MSRP: $59.99

Let's talk about that chop first. It's jarring, esp?ecially for a precision-based stealth game. While it doesn't happen all that often and mostly outdoors, the uneven framerate has caused more than its fair share of deaths, which can be brutal given the stringent checkpoint system and quick save mechanic that doesn't let you lock in a save while you're in combat, or shortly after being spotted. I haven't had any crashes or egregious errors in both of my playthroughs, but this is a level of optimization that shouldn't have made it past the QA stage. That isn't including the often stilted voice acting and script issues, despite the compelling narrative.

With that said, the actual stealth playground is glorious. Both characters bring something unique to the table, and Emily and her subversive shadow powers alongside of Corvo and his more hands-on style of play make for two distinctly different runs. That's not including the lig?ht choices you can make (that mostly just play out in the short term), the ability to trigger hardcore mode at the start ?(no powers), or the chance to collect every rune and bonecharm in the game. At no point does a 15-hour playthrough feel like it contains bloat.

The "heart" item from the first Dishonored returns, and damn if it isn't o??ne of my favorite ways to ease players into additional content. Normally I'd either be overwhelmed by the prospect? of finding useless trinkets or bored by it, but Arkane found a way to make it fun -- almost like collecting is its own micro-game. Whether it's miniature puzzles like locating safe combinations or simple "How do I get there?" challenges, pulling out the heart and having it show me exactly where everything is on the map isn't the cakewalk it seems like on paper.

And that's what Dishonored 2 is about: experimentation. If you find yourself wondering whether or not you should start a hand-to-hand fight or take a stealthy approach, Arkane asks, "Why not both?" Early on you'll have to master just about every tool you're given too, because the game asks a lot from you with its very quick deaths an??d unforgiving (in a teaching tool, good sort of way) and relentless AI (in a bad, gamey, "I saw you through that wall" sort of way).

But once you have several chapters under your belt, it really picks up and crescendo?s into a nice finale. It's not just the acquisition of new powers that make you a better assassin either, but the slow drip reward of learning the many intricacies and rules of its world. This is a ga?me that makes you feel like a badass without even giving you full access to the utility belt. An experience that might not even give you something at the end of an arduous tunnel other than a brief glimpse of sunlight -- and that's enough.

That breakthrough is what makes the technical problems that much tougher for me to cope with. Dishonored 2 tries to take on so much that it can't actually keep up with itself, even on PC. If Arkane can get a handle on the optimization and deliver a DLC campaign that's?? on par with the original's take on?? Daud, it'll be one of the easiest recommendations I've made all year.

[This review is based on a retail build of the game provided by the publisher.]

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'I make these weird, cultish games'

[Dishonored 2 is out today, and Chris is? warping and killing his way through Karnaca to give you a review as soon as he can. In the meantime, you could read my extremely-last-minute interview with co-creative director Harvey Smith below to better understand Arkane's development process and perception of its game.]

Sitting in a dimly lit bar/lounge called The Edison that had me in a thematically-appropriate mood, I spoke with Harvey Smith at length about how his past projects have informed Arkane's latest, what it's like to be a household name in the gaming industry, and how he considers Dishonored a cult game. That last idea stuck out to me? in particular. But first, let's set the stage.

I had just finished playing through the Clockwork Mansion level, using a provided device to record three playthroughs: one where I examined every little thing as Emily before realizing that would make for a horrible video, another where I played like a gosh-dang expert, and a third as Corvo just to try out his abilities in the provided environment. Due to some screw-up on my end, the footage is all jittery and unpub??lishable, so allow me to paint the (enti??rely fabricated) scene for you.

I ghosted through the whole level, not even breaking a sweat. A crowd? of journalists and developers alike slowly filled in behind me, a burgeoning e-sports player easily worth millions of dollars, offering to buy me drinks. When I finished the level, Smith came up to me, a single tear gliding down his cheek as he ruffled my hair and said "Y'did good, kid." Then each person in at??tendance gave me $100 each so I could pay off my credit card debt.

Ahem.

Both characters fresh in mind, I asked Smith if co-op had ever been in the cards. He shook his head instantly, thinking back to when System Shock 2's co-op patch came out and he had played it with his friend Monty (a level designer on both Dishonored games). They had been so excited, but Smith remembered "playing the slow-paced, gather-resources, listen-to-the-next-room-for-monsters" playstyle, while Monty bunny-hopped down the hall in front of him with a shotgun. It was such a different experience than when he played the game alone, and he felt that these player space?s were best explored alone.

Considering his work on System Shock and Deus Ex, and often hearing him mentioned in the industry, I wanted to know how ?having a known ?name in the gaming community felt (as insular as it can be here). When I asked if being known on a named basis came with responsibility, he had this to say: 

It's funny that you say that because I don't feel that way. I do think there's a level at which people like Ken Levine or Brenda Romero or Will Wright that I'm not ever going to get to because I make these like cultish weird games. But I have been working in games for 23 years. So there's enough work there, that you can see when I get my way and the team is powerful (because the team deserves most of the credit honestly) but when everything goes right, you can see what we're trying to do as a group, Arkane. You know as well as I do that it's atmospheric and player-paced and it's a combination of puzzles and resource and combat and stealth, and we love that. You can do it a hundred different ways. You could focus on entirely different mechanics. Like the heart in Dishonored is a really good example of that. We kind of blundered into?? that, but it ended up being one of the most popular features so we really doubled down on it for the new one. We added a lot of functionality to it.

So I guess over 23 years you do end up with a..."brand" of some sort. Like this is what this guy wants to do, and I guess that has some value to players because they know what they're getting into. There are people who specialize in humor, or deep narrative, or fast-paced multiplayer, staying up with the community and what they like. This game, or this type of game has more in common with BioShock or Fallout. But yeah, it's been a pleasure -- but a lot of work, a lot of hard work -- but like, working at Arkane,? working at Ion Storm, working at Origin, it's always been an opportunity for me to? be around people that really care deeply about a particular kind of player experience. I feel very fortunate, very privileged.

I know that some people get into games and five years later they're out, burned out, or it doesn't work out for them, or there are three companies in a row where things implode, and therefore they never had that one to sustain them. Because frankly I've had some fiery crashes too, but having one or two that people really love, oh my god you get the feedback on that and people ta??lk about what they did, they tell their little story about it and it's really sustaining, it's a source of energy. And a lot of it's luck.

"Weird and cultish?" I asked. "It's funny that you think of Dishonored as a cult game, considering its success." Acknowledging this, he admitted "Um...it's big now." Despite no one knowing what a Dishonored was, it ultimately ended up making quadruple what the publisher expected, leading to high pressure and attention for the sequel. "I guess what I meant by cult is that in the past it always felt like we were working on a game that was like a shared secret between people who loved this type of game." Smith mentioned that with systemic games like FalloutBioShock, and Far Cry, it felt lik?e what was once cultish has exploded because "Players have evolved over time with more of a hunger for depth. They don't want a trail of bread crumbs, they want to be able to improvise, to ?solve problems creatively."

He recalled an interview prior to ours where a woman talked about killing the target in Clockwork Mansion in a way he hadn't seen. She shot the head off a clockwork soldier, which causes them to lose both their visual sensors and friend-or-foe distinction capability. The target heard this, came over, and w?as executed by the soldier. "It was just a cool moment for her. And that's what we live for! Those stories where someone has a set of systems, they're improvising, they're experimenting, and they pull something off in a way they don't expect. That's kind of what I meant more than cultish."

Though the games Smith has worked on could never be accused of being homogeneous, they certainly have a common view on player agency, possibility, and freedom. I wanted to know how Arkane was able to wrangle a new IP like Dishonored into a success:

Well for its time, Deus Ex was a success, but this one really struck a nerve somehow. I think Raphael Colantonio (the other half of the co-creative director partnership) and I spent a lot of time talking about how to enable depth for the players that wanted it but leave it accessible for the players that didn't want it. Part of that is enabling you to play your way. If you want to run and gun, you can do that. If you want to sneak, you can do that. If you want to be very story-heavy, you can do that. If you don't care about the story you can do that with a very superficial understanding. Also, the art helps. It's beautiful, it's its own style, it's very differentiated. There's nothing exactly like that. Even though we've done the same genre over and over, we've always added something new. Like the supernatural powers like Blink transform the game. The smooth movement, being able to slide...the heart as a feature, like a weird eavesdropping feature is something we hadn't done before. It's a hard question to answer. Why does one thing blow up and not another? If I knew that...I would have ??like a gold-plated toilet or something (laughs).

So maybe if Dishonored 2 is successful enough, Smith will be able to shit on gold while he shits out gold. I'm hopeful after Chris' impressions, though I'll admit Bethesda's new review policy had me somewhat doubtful. Let's hope that the PC version's numerous ports are ironed out as quickly as possible (and here are some tips to help make it run better).

The post Dishonored 2 co-creative director Harvey Smith on success, cult game status, and gold-plate??d t?oilets appeared first on Destructoid.

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Just the two of us

There was something about Dishonored that prevented ?me from loving it like literally everyone else when it was released back in 2012. I eventually warmed up to it with the DLC ??and the spectacular characterization of Daud, but Corvo's tale left me with a sense of emptiness after the credits rolled.

I get that he was supposed to be the player, assuming the form of a power fantasy, and adhering to the narrative of essentially a Batman-esque figure in his fall fro??m grace?? from a place he once called home. But that all works so much better when he's a real, fleshed-out character alongside of his badass daughter Emily.

Dishonored 2 (PC, PS4, Xbox One [reviewed])
Developer: Arkane Studios
Publisher: Bethesda
Released: November 11, 2016
MSRP: $59.99

If you adored Dishonored and attempted to run it multiple times just to see how you could approach each sandbox differently, Dishonored 2 will tick all of those boxes and more. But the concept of having two completely separate characters makes that prospect ev?en more enticing, as do the number of other strides that Arkane Studios has made in the past four years.

While I'm not taking away from what the original accomplished, Dishonored 2 in many ways makes the first look lik?e a tech demo. I mean we have the setting, which is 15 years apart from the events of the previous entry, allowing for some drastic world building that makes itself apparent in the first few missions. We've moved from the somewhat droll streets of Dunwall to Karnaca, referred to as the "Jewel of the South" in-game. And in case you were worried, you can once again employ a non-violent stealth approach or go full action hero at your discretion. Or you can opt to deny any magic, the choice is yours.

It's a glorious expansion of the "do whatever you want" experimental-type gameplay the first was so good at, but this time we have a more compelling narrative than "clear your name and get revenge," (there's still a revenge tint here, but it's more nuanced). The world actually feels like a world this time around, and I'm invested enough in the relationship between Corvo and Emily. I still need more time with it, but I'm digging the conflict between the various warring factions within Karnaca, and it creates a nice backdrop on top of all of the carnage. Both campaigns seem to be the exact same, give or take some unique dialogue, and that's actually fine with me -- especiall??y since Emily's side has a lot of insight into her life as royalty, and h?er struggle with her new life with powers.

But part of the magic of Dishonored 2 is how the dual character system manages to appeal to newcomers and returning players alike. If you're stuck in your ways and want to try Corvo, he's relatively untouched. He can still blink about, slash up fools, and do ridiculous things like turn people into? ash. Emily feels markedly different though, with more esoteric magical effects like sharing damage between enemies, and the delightfully dark shadow walk power, which basically turns you into black mist. Her blink is also a little different, in the way that "Ice Ice Baby" is different from "Under Pressure" (it's more like a momentu?m-based maneuver than a pure teleport, and she can be seen by enemies while she's doing it). Naturally, as time goes on, you can upgrade each character and try new builds, something I'm already discovering in the first few missions.

The only hangup I have, and this is solely with the Xbox One version that I have access to, is that the framerate isn't as smooth as I'd like. There's a few great little enhancements that have been made with the sequel (a quick save and quick load feature from the pause menu are incredibly useful, as is the ability to skip the tutorial entirely and get on with it), but I notice a lot of choppiness in open areas even with the massive launch patch. I've also had a few instances where cutscenes played out with a completely blank scene while the audio was active. It's not gamebreaking stuff, but it does make me pine for a completely stable PC version -- something we don't quite have yet.

Stay tuned as I work my way through Dishonored 2 to see if it holds up throughout, but for now, I'm hooked. Whether yo?u're looking to break into the series for the first time or already couldn't get enough of Corvo's antics as it is, it's a pretty easy recommendation, and yet another reason why Bethesda's "no early copy" policy is not needed. It should have been proud of this.

[This review is based on a retail build of the game provided by the publisher.]

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Rats

Last week, we reported on the minimum and recommended PC specs for Dishonored 2 offering comment??ary that they "shouldn't cause high chaos." Everything seemed modest enough, reasonable-looking requirements for a triple-A title. As early adopters are finding out, it's actually the optimization that's causing high chaos.

Dishonored 2 launched on PC to a worrying number of issues. Framerate fluctuations, perfo?rmance?? drops -- most of the usual suspects. Some people with high-end rigs are reporting problems, but it seems to mostly affect the mid-range users.

Bethesda has responded with possible solutions that might help matters. The PC specs page has? been updated to include the following tips:

General recommendations:

  • Avoid using Alt-Tab when playing. Relaunch the game if you see performance dropping after using Alt-tab.
  • Avoid having background applications running in addition to the game.

Video Settings:

  • If you have performance issues, try lowering the resolution.
    • Use 1440p resolution only if you have a very high-end GPU ( GTX 1070/1080 or equivalent)
  • Keep the V-Sync activated, especially if you have large framerate fluctuations.
  • If you have framerate under 30 fps, adjust the "Resolution" between minimum (50%) and default value (75%).

Advanced Settings:

  • Use the "Auto" presets: this should adjust your visual settings without impacting your framerate.
  • If you still have performance issues with "Auto" presets:
    • Try deactivating the "TXAA Anti-Aliasing"
    • Try lowering the texture details

Note that these aren't permanent solutions; t??hese are just some things that might smooth things out in the meantime. Bethesda hasn't yet commented? on when or if the PC version will be patched to address these performance issues. Until then, just try to make the most of it by following this advice.

Dishonored 2 -- Launch FAQ [Bethesda]

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Deals surprisingly spartan

It's one Triple-A after another this Fall as now Dishonored 2 heads to all major platforms later this Friday. Interested gamers should take note that Bethesda's latest title has quite a few strong pre-purchase incentives, including a free digital copy of Dishonored: Definitive Edition.

This is a smart move as it not only makes it easier for new fans to check out the IP, but also gives back to fans of the series who may not have partaken on the post-release DLC (some of which were quite good). As always, we've rounded up some of the best Dishonored 2 deals on the market from Steam copies to console version on the PlayStation 4 and Xbox One. Select retailers are ??offering additional discounts and bonuses - many of which are noteworthy for?? gamers wanting to return to the Empire of the Isles.

Update: Keys are not being sent from GMG as pre-load is now live.

Dishonored 2 Deals

PC/Steam

Console

Pre-Order Bonus: Free Copy of Dishonored Definitive Edition

As mentioned earlier, all pre-order deals we listed above will include a free digital copy of Dishonored: Definitive Edition as an extra incentive for gamers. In addition to this "$20 value" -?? you'll also receive the Imperial Assassin's Pack:

  • Duelist's Luck Bone Charm
  • Void Favor Bone Charm (whatever the F this is)
  • Goodbye, Karnaca Lore Book (okay sure)
  • Antique Serkonan Guitar (wonderland)
  • 500 Coins

Finally, PC gamers will also be able to play 1 day early on November 10 if they pre-order a copy (for West Coast peeps, as early as 9pm Pacific on November 9). As of writing, we believe GMG is also sending?? out codes, so if you purchase a copy - you should receive the Steam key immediately after purchase.

Light on Console Deals

While PC gamers have their picking in terms of discount (up to 20% of??f at any of the authorized digital retailers above), console gamers have less options in terms of deals for Bethesda's latest.

Xbox One gamers should opt for Microsoft Store which gives you two incentives: pre-order and you'll receive a $10 Microsoft Store gift code. If you do so before November 9 at 1?0am Pacific, you'll even receive free release day delivery.

PlayStation 4 gamers will have to opt for full price of the game, or partake in Best Buy's current BOGO 40% off promotion (and pick another game while they're at it). It's not an optimal deal, but its the best option online as of writing for a PS4 copy of Dishonored 2.

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Mercy or revenge? Savior or assassin?

Choice is one of Dishonored's defining features. It's not the sort of thing where you press one or the other buttons to decide. Ins??tead, it's woven into the gameplay. It's the constant pull between shedding blood and acting me??rcifully. Sometimes the latter route ends up more cruel than just outright killing someone. What an ironic twist.

As we've long known, Dishonored 2 won't stray fr??om that. If it did, it'd undo the very foundation of what this series is. There are different ways to get to the game's conclusion (especially true now that both Corvo and Emily are playable) and the amount of chaos between beginning and end is negotiabl?e.

What isn't negotiable are all the main plot threads. This narrative trailer eloquently provides a broad overview with a neat and stylish pop-up book aesthetic. It seems so innocent considering all the threatening undertones and violence. You have the option of doing away with half of that when Dishonored 2 releases next week; you can forego the violence, but you probably can't keep from being constantly i??n danger.

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RAT SHADOWS

In 10 days' time, Corvo continues his saga (with Emily!) in the coastal city of Karnaca when Dishonored 2 launches. Whether or not you play as a peaceful or cruel protagonist is your choice. Just know that the game probably won't as??sassinate your rig.

Bethesda just announced minimum and recommended PC specs to play Dishonored 2. Here's what's r??equired to? have a baseline experience:

Minimum:

  • OS: Windows 7/8/10 (64-bit versions) 
  • Processor: Intel Core i5-2400/AMD FX-8320 or better
  • Memory: 8 GB RAM
  • Graphics card: Nvidia GTX 660 2GB/AMD Radeon HD 7970 3GB or better
  • Hard drive space: 60 GB

The recommended specs are obviously a bit higher, but it's still not an unreasonable amount to have you blinking across the map and summoning hordes of rats. Here's what's needed to have an optimal time with Dishonored 2.

Recommended:

  • OS: Windows 10 (64-bit versions)
  • Processor: Intel Core i7-4770/AMD FX-8350 or better
  • Memory: 16 GB RAM 
  • Graphics card: Nvidia GTX 1060 6GB/AMD Radeon RX 480 8GB or better
  • Hard drive space: 60 GB 

Somewhat interestingly, this looks to be almost the exact same setup that EA outlined for Battlefield 1's PC specs. Anyone who could properly play that can probably feel confident that Dishonored 2 will run fine.

Bethesda also offered ad?vanced PC settings that some people will want to know about. Among them is rat shadows, which seems very important. Here are all of those options:

Visual setttings:

  • Adaptive Resolution
  • Gamma
  • Window Mode / Borderless / Fullscreen
  • V-Synch
  • Texture Details
  • Models Details
  • Environmental Details
  • Antialiasing
  • Rat Shadows
  • Bloodfly Shadows
  • Water Quality
  • Shadow Quality
  • View Distance
  • Video Card Selection
  • Resolution
  • Monitor Selection
  • Field of Vision

Hardware Nvidia Specifics:

  • HBAO+
  • TXAA
  • Surround technology
  • Ansel

Dishonored 2 will be available for pre-loading on November 8, three days before the game releases. That's the best head start you'll ge??t on helping Corvo and Emily reclaim the throne.

Dishon?ored 2 – Gone Gol?d and System Requirements [Bethesda]

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Every time I hear 'Corvo' I swear they are saying 'Kurva'

Bethesda showed off two minutes of gameplay back at Gamescom on a level called the Clockwork Mansion. Now it has release??d an extended eight-minute look at the bizarre mansion that shape-shifts like a steampunk version of Hogwarts. Frankly it looks fantastic, but I do have some minor concerns.

The gameplay itself seems fast, fluid, and satisfying, even if we are still waiting for some stealth-focus??ed gameplay to be shown. Various moves like "Shadow Walk," "Domino," and "Doppelganger" are put on display by Emily. The few concerns I have require a microscope.

The in-game scene talking to a guy behind a glass door seems like it could be intrusive; I hope that's skippable as the start-of-level boat scenes were unskippable in the first game. Also, Emily talks to herself too much. "It's a long way down." No way Emily, you think? Most importantly, there seems to be a lot of robots which is fine for action, but I don't think it fits for stealth. Sneaking around enemies and using stealth in games like Splinter Cell or Hitman or even Dishonored has its tension due ?to the fact that you are evading detection from cogniz??ant humans.

I'm not sure what else to say other than that I'm excited t?o see what looks to be a quality sequel to a game with a high skill level. I want to see more of this:

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Dishonored 2 achievement guide

Below is the achievement list for Dishonored 2 -- which I'll be playing tomorrow -- with the achievements helpfully separated into a general c??ategory, and story-related ones that y??ou might consider to be spoilers. If you do, don't read those ones! You might not even want to scroll down any further, lest you be betrayed by your own peripheral vision.

The post Careful, there be spoi?lers in the Dishonored 2 achievement list appeared first on Destructoid.

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Three fan events planned

Get ready to be annoyed about where you live. Bethesda is hosting Dishonored 2 fan events in select cities (San Francisco, Los Angeles, New York) where you'll be able to play the game ahead of its November 11 release, enjoy themed food and drink, and could win a Dishonored 2-themed PS4 or Xbox One.

Here's when:

San Francisco: Wednesday, September 28. 7pm - 11pm.
Smokestack a?t Magnolia Brewing.2505 3rd St, San Francisco, CA 94107.

Los Angeles: Monday, October 3. 7pm - 11pm.
The Edison. 108 W 2nd St #1?01, Los Angeles, CA 90012.

New York: Thursday, October 6. 6pm - 10pm.
The Jane.113 Jane St, New York, NY 10014.

If you plan on attending, register here. If you are not located near these hotbeds of stealth and mur??der activity, please enjoy a cool new trailer as way of?? compensation.

The post You may have a chance to?? play Dishonored 2 early, win a custom Xbox One or PlayStation 4 appeared first on Destructoid.

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There will be blood

One of the great things about Dishonored is that it's one of those games where killing is a totally viable option, but it's just that -- an option. Running through Dunwall without any murder is an accomplishment worthy of the highest praise. Besides, marking an overseer with a heretic brand somehow? feels more cruel than just outright offing him.

But that's not Corvo's intent in this new Dishonored 2 trailer. No, Corvo kills about everyone he sees. You can tell this is going to get gruesome 20-some seconds in when he straight-up disintegrates a? guy. From there, it's plenty of stabbing, strangling, neck-snapping, headbutting, and rat-feasting.

That's Bethesda's take on Dishonored 2, a gratuitously violent one. H?opefully your Corvo (or Emily!) is a bit more restrained.

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Some straight gameplay out of gamescom

The last Dishonored 2 trailer out of QuakeCon was Corvo-heavy, which is fine, if you're in??to that sort of thing. That's fine, no judgment. Some of my best friends are Corvo. But this gamescom trailer shifts the focus back to the other? protagonist, Empress Emily Kaldwin, whom I am jazzed to play as.

I've kind of been sleeping on Dishonored 2, which is steadily approac?hing its November 11 (PlayStation 4, Xbox One, PC) release. I'm strangely anti-hype about it, despite the feeling that it'll probably be one of my favorite games of 2016, given what we've seen and how I loved the first. I guess I'm content to twiddle my thumbs until, one day soon, it'll be out and ready for me to enjoy.

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PC, PS4, and Xbox One

In addition to showing off more gameplay for Dishonored 2, Bethesda also confirmed that there will be a Collector's Edition priced at $99.99. It will come with Corvo's mask and Emily's ring, as well as a metal case, "propaganda poster," and a digital trinket pack. "Supplies are limited," according to the publisher and if you pre-order, you'll get the Definitive Edition of the first for free.

If you're keen, you can grab it on the official Bethesda Store, or head to Amazon (PC, PS4, Xbox One). I think I'll pass, though $80 wit??h a Prime Discount for some swag isn't a horrible de??al.

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#AnusE3 out November 11, 2016

Today at E3, Bethesda showed off a surprising amount of footage for Dishonored 2, which is looking pretty slick, all told. A ton?? of gameplay was shown off with Emily with the "Void Engine," which will make more assassination combos possible. Some of the powers looked pretty rad, and even top Daud (who subsequently topp?ed Corvo) in terms of absurdity.

Oh, and most importantly -- in the pre-recorded E3 de?mo, the player totally just shot some dude right in the anus.

Watch the Dishonored 2 video:

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Is it November yet?

Bethesda has revealed the voice cast for upcoming Dishonored 2.

While we got the release lowdown yesterday, the voice cast comes via an exclusive reveal in the latest Game Informer.

Daredevil’s Vincent D'Onofrio and Rosario Dawson, and Games of Thrones’ Oberyn, Pedro Pascal, will play Luca Abele (the Duke of Serkonos), Meagan Foster (Dreadful Wale Captain), ??and Paolo (Howler Gang Leader) respectively.&nb?sp;

Corvo - who said very little in the original stealth-action game - will be voiced by Stephen Russell, who you’ll recognise from Thief, Skyrim, and most recently, Fallout 4. And that’s not the only Fallout 4 voice actor to secure a leading role in Dishonored 2; Erica Luttrel, who played Darla in Fallout 4, wil?l voice our second protagonist, Emily Kaldwin.

Rounding off the cast we have Sam Rockwell (Galaxy Quest), Jamie Hector (The Wire, Heroes), and Gotham’s Ro?bin Lord Taylor will play the Outsider. 

Dishonored 2 is out on November 11, 2016, on PC, PlayStation 4, and Xbox One. OMG it? hurts me to type dishonoured wit??hout a bloody "u".

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PC, PS4, Xbox One

Oh yeah, Dishonored 2 is happening.

It's been a while since we're gotten a good update on it, but Bethesda popped in this morning to share the news that Dishonored 2 ??is now dated for November 11, 2016. As previously announced, it'll drop on PC, PS4, and Xbox One.

Game Informer is going to have a?? cover story on it today (digitally), and the "world premiere gameplay" will arrive during Bethesda's E3 2016 showcase. So if you're excited, there's a lot more info coming soon, and we'll provide all the updates as t??hey come.

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Leaving Dunwall

"Karnaca is called the jewel of the south," Arkane’s co-creative director Harvey Smith explained on Bethesda's site. The first Dishonored took place in the dim ??and blue-tinted Dunwall; moving a moody stealth game to, "the southernmost city in the ??Empire of the Isles" is a pretty big departure.

It even means no more plague rats. Hopefully there are still super carnivorous fish. There are "blood flies," at least. It's basically Dishonored in Italy instead of Dishonored in England and I'm pretty okay with that.

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Revenge really DOES solve everything!

Every time I remember Dishonored 2 is coming, emotions my normal grumpy demeanor are simply not used to emerge. Emotions I have never felt before like… like… sheer excitement. Playing as Emily Kaldwin bein??g? a badass! Serkonos! More creepy whales! Enthusiasm! Put it in and also around my mouth area.

Bethesda has released a new video of Dishonored 2 co-creative director Harvey Smith talking about the things people may have missed from the E3 announcement video. For example, all of Emily’s actions in the trailer are actually in the game, ??and the location it’s set in is part of a mission called the “Clockwork Mansion.”

We also get to hear more about the world of Dishonored 2, such as how Serkonos and Karnaca fit into Dunwall’s whale oil industry. There’s a lot of interesting stuff here for Dishonored fans, but there&rsquo??;s nothing new for those still not quite sold on the sequel.

Dishonored 2 releases at some unannounced point next?? year, and my god am I excited.

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Want

Bethesda has just released this stage discussion from its special E3 presentation and in it Arkane head Harvey Smith explains why Emily was such a big deal in the original Dishonored, and why the team wanted her center stage for the next. Remember, you choose to play as Emily or Corvo.

"So many players have co??me to me and said, 'Wow, that moment where I walked into her room and I saw that drawing on the wall, and I realized an impressionistic? child is watching how I handle the situation. I changed my play style because of that,'" Smith said.

"There’s something kind of magical about Emily for us and the game. As soon as we finished Dishonored 1 we began talking about how what we really felt energy about was continuing Emily’s story. What kind of person would she grow up to be, what kind of empres??s would sh??e be. As you find out in the game, what kind of outlaw would she be."

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Will you play as Corvo or Emily?

Hello, Dishonored 2. I missed you. I was eating a hamburger and watching the Warriors game when you were announced, and then it was a whole week of E3, then working on the Arkham Knight review. I finally caught the Dishonored 2 trailer and got pretty stoked, remembering ??how pleasant the first one was: gorgeous and with plenty of stealth and fun abilities to experiment with. I like it a lot?.

One of the sequel's possible protagonists, a grown up Emily Kaldwin (from the first), has a whole bunch of new abilities, like that gross (cool) tentacle arm that replaces the ?Blink ability and gives me warm remembrances of fun with Q-claws. Co-director Harvey Smith explains, "Emily fights with a little more finesse than Corvo does. Whereas Corvo has the very classic Possession, Rat Swarm, Blink [abilities], Emily has Far Reach, Shadow Walk, Mesmerize... these powers that nobody has heard of."

Far Reach sacrifices Blink's invisibility, but it sounds exciting: "You can stick to walls, ??you can yank somebody toward you and assassinate them in mid-air, so you have these synced assassinations in mid-air. It begins to feel different, and it adds momentum. You can run and jump and it has rope physics to it."

Should you wish to dabble in both old and new powers, you'll have to keep separate save files, replay the game, or just remember how Corvo played in the first (as his skills seem to be mostly the same). "[Y]ou play as E??mily for like half an hour and then you get to this pivotal moment where a dramatic thing happens, and you choose at that point whether to continue with Emily or switch to Corvo. And then you're locked in."

Interesting move. I'll be going with the fresh face. Smith says the missions are the same regardless of your choice, but both characters are fully voiced, so you'll get a different tinge depending. I kind of would like to see how the non-entity Corvo gets turned into an actual character this time. "There's a different theme in the narrative sense, in the literary sense," Smith says, "Corvo's an older guy, he's coming home for the first time to Serkonos. Emily is like an ?empress outlaw on the run, and she's young, she's 25. So their perspectives are very different."

Then again, one look at my music library is all you need to know that I identify as a 25 year old empress outlaw, s??o maybe that's still the choice for me after all.

From damsel to hero:?? How Emily became Disho?nored 2's new badass [Mashable]

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Or a male protaganist

Arkane Studios announced Dishonored 2 on Bethesda's E3 2015 stream, featuring the option to play as a female protagonist named Emily Kaldwin. In the trailer Emily takes on four-armed robots, and she does some cool shadow powers. Fans of the first game will recognize Emily, as she was the little girl in Dishonored

You can ??also choose to play as Corvo, protagonist from the original game. Corvo's mask is featured in the trailer, looking quite damaged.  

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